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WolfBaginski Bearsfoot

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Posts posted by WolfBaginski Bearsfoot

  1. I can see this making a huge difference. I don't know if scripts recompiled in Mono are going to use more of less memory, but it would be easy to slip this in to old scripts to bring them down to the old 16K memory use, and it should be fairly safe.

    There's some useful, simple, scripts which could maybe be set to a smaller size than that, not that it would justify script-in-every-Prim coding. But Particle emitters come to mind. They're setting properties on the Prim, right?

  2. I suspect you're on the Le Tigre RC. Last week's roll-out supported Mesh. The latest doesn't and tests something else.

    It surprised a few quite experienced people where I was, a few hours ago.

    It's not really explicit in the server-deploy announcement, you have to work it out by comparing last week with this. But Linden Labs never seem to have done a good job of explaining what's going to happen.

    It's one of the many things which is making me reluctant to try things out. 

  3. Violet needs some attention, pronto. In the SE corner there is a parcel which is part of the sea route to Bay City, the connection between the Fuschia Channel and the Swanhild region. At the moment, it's set to block object entry, so vehicles stop dead. Which makes all the effort to build the route wasted.

    I'm pretty sure I sailed through there in the past.

     


  4. Keli Kyrie wrote:

    But it is just like hanging out with your friends and chatting in local but you do not need to be logged into a Viewer to do it.

     

    If that were all it was, no problem, but the intitial default settings for who can see stuff or post to the pseudo-chat area, were insanely insecure.

    A lot of it has been fixed, but the Lindens have had such wonderful success with hasty server changes that I'm not willing to trust it. And no sign of announcements or instructions. I;m not taking any chances with my (sometimes) personal Second Life.
  5. It seems to be defaulting to everyoine and everything.

    No sign of a blog post yet, which is damnably careless.

    Since I can't filter any more precisely than "Friends", and that covers a range of connections from business contacts to depraved intimacy, I've deleted my Friends list. It's the only way I can exclude myself from the current system.

    It's not as drastic as it might seem: I have "Calling Cards" still. 

  6. It would be useful to know what server version is being run. It should be reported in your viewer's Help > About.

    Best to cut-and-paste, there are some very similar build-numbers in use.

    It's been a rough few weeks for server versions, with some of the causes for lag spikes getting fixed, and some horrid problems slipping past testing. If I have it right, the current server code works OK. I've even seen one or two things improve.

  7. Maybe a single up-to-date list, with the time for the most recent change. Sort of answering, "Has anything changed since I last logged in."

    Something short and simple, that can be updated as part of the routine of a rollout or restart. It is. after all, the sort of information the Lindens should be recording anyway. It's the sort of information that would be useful for the support people--have there been any changes? 

  8. With all the server hokey-pokey going on  ("In! Out! In! Out! Shake it all about!") I'm not sure just what is what.

    I infer that if the build number is the same, the RC label and date in the reported version ID is only of administrative significance.

    Could we have a summary of the current state of play, all in one place rather than scattered through Wiki pages and forum posts. 

     

  9. Hm, you might not consider it to be well-known, but that bug affected the LeTigre release channel last week, and prompted the roll-back of the server channel. There's a wee bit more detail in the LeTigre info page which Oskar references in his post. All you can do is delete the faulty item and re-rez. Or scream loudly if it's no-copy.

    Looking at that page, Mesh-Prep seems to be having problems. If I read it right, we're not getting an RC channel restart this week, and there's been no announcement in Status yet.

  10. I'm having some odd experiences, I'm not sure which version of the Server code is involved, but if it continues, I'm not sure where the fault is.

    Place: Kaili region, on the road which runs Laka-Kaili-Poliahu

    Symptom: Sim-crossing failure with a vehicle, Initially, it seems to be a severe instance of rubber-banding, but then the vehicle vanishes, and the AV "sticks" close to a region boundary. Often, it's reported as still in Kaili region, but with an out-of-range coordinate. A TP is possible, but movement controls are partially locked.

    Sometimes, after ten minutes or more, the location is corrected and the AV is placed where they should be after the sim-crossing, but the vehicle has vanished. There look to be several abandoned vehicles on the landward side of the road, within the Kaili region. If this does happen. AV movement appears normal.

    Of the three regions, Laka is BlueSteel, Kaili and Poliahu are LeTigre.

     

    I have seen similar events happen elsewhere, but this is the only place I can be sure it happens every time. 

     

    All I can think of is that something within the region is running with a horrible number of scripts. Or, maybe, we gace hardware in two distinct server centres.

     

  11. I've been around 1920s Berlin a few times, getting a feel for what things look like. You can't walk around a corner when you're looking at photographs.

    Not even in SL, some of the writing I do is in a furry version of 1930s Berlin. That awful Reinhard Heydrich chappie is giving foxes a bad name. But it wasn't me who made Dr. Goebbels a turkey. 

  12. Right now there are things happening which make the Viewer you have unreliable. I use the Phoenix viewer, which is reliable and not too different. Check for Avatar Physics support: not having that can mess up a lot of stuff, even if you have no interest in bouncing anatomy.

    Various other things are changing, and server support for the old-style search, profiles, etc, will vanish eventually.That will hit Phoenix, and anything else not based on Viewer 2 code. So Phoenix isn't so good an answer.

    Viewer 2 is very different. I hate it, not just for that reason.

    At the moment I'm using the Firestorm Beta, which is Viewer 2 family, works well for me.

    If your machine can support it, I would recommend a move to one of the Viewer 2 family, but Firestorm is the only one I've found usable.

    If you do use the official version, make sure to switch it to Advanced mode, right from the start. 

     

  13. I'm looking for a good motor-cycle. I'm willing to spend, but I see a lot of bikes on the Marketplace with little or no info about how well they work,

    I can split the spec into two parts:

    Part 1: Appearance

    I'm looking for something in "classic" style, the sort of general look that emerged with bikes such as the Indian and the Brough Superior in the 1920s, and lasted into the 1960s. I'm not looking specifically for a Harley, but that's typical of the period. I'm not looking for "custom" bikes, or the modern machines with alloy wheels and streamlined cowlings, nice though they are.

    Part 2: Technical 

    Suffice it to say that I have a good-looking bike, pretty much in the style I want, which is horribly over-scripted, and so almost unrideable through a sim-crossing.

    a: If it uses scripts for changing colour, it should be possible to remove them.

    b: since I'm in Europe, with ping times of around 250 ms, steering should be either adjustable, or a little bit on the low side of effect.

    c: it should run without a fancy HUD. It's not just scripts on the bike that are a problem.

    d: I'd like the sound to stick with a fairly steady engine note while moving, not as if you're blipping the throttle as you flick through the gears.

    I want something that works for cruising, rather than racing around a track. Much of the time, in my experience of vehicles in SL, "gear change" is effectively the throttle, so the access to that should be simple. Currently, the combination of connection-lag and sim-crossing problems leads me to prefer a low-speed, close-ratio, set of gears. I'm never likely to have fun at 60mph.

     

     

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